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A town below you, going about its day. Somewhere down in that crowd is your contract. No markers, no arrows, no objective ping - just a scope, a rifle, and the patience to find the right face. Then the hard part: taking the shot before the town notices.

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About Scoped Assassin

Where's Waldo. With a rifle.

You don't sneak. You don't pick locks. You don't move. You're already up there when it starts, looking down on a town, and all you do is watch. Below you a place goes about its day. Traders haggling. Guards walking their loops. People with somewhere to be - and none of them know you're up there. One of them is the contract.

No markers. No arrows. No hand-holding.

There's no glowing outline on your target. No compass pip. No objective ping. You get a face and a description. After that you're on your own with a crowd. Watch the patrol routes. Watch who defers to who. Notice the man checking his watch too often. The intel is in the world, not the HUD.

The shot is the easy part

Bullet drop and wind are both real, and the wind shifts through the mission. Close in you can ignore it. Far out it decides the shot. Focus Mode eases everything into slow motion when you need it - but it drains, and knowing when not to use it is the skill. Then the round lands, and the town starts thinking.

Every shot has a chain

Someone sees the body. They run. A guard hears them. The guard reaches a radio. The radio reaches everyone - and now the whole place is moving for the exits with your target somewhere in it. Take the witness before the guard. Take the guard before the radio. Or let it go loud and shoot through the panic.

52 faces. 520 cards.

Fifty-two named people live in this world, and every one of them turns up in every city. Same face, different job. The guard in Kandahar is a docker in Hamburg. The woman arguing outside the hotel in Dubai was a refinery worker in Russia. Two of them are in play on any given contract, drawn at random. Shoot the right one and you take the card. Ten cities, ten cards a face. Can you catch them all?

Study the shot after you take it

Every kill gets rebuilt in a 3D inspector you can spin, pan and zoom. Entry, exit, the path the round took, how far it travelled to get there.

In development

Scoped Assassin is being built by one person in Unreal Engine 5. The town, the crowd, the alert chain, the ballistics - all of it is in and running, and all of it is being tuned. What's left is scale: the rest of the cities, the full deck, and the nests.

Where this is going

Every level has three firing positions. You start with one. The other two belong to The Accountant - a rival sniper who ignores you completely and works his own contract on a stopwatch. Kill him and you inherit his view. We are working towards multiplayer. Two players take two of the nests, The Accountant takes whatever is left, and everyone is hunting the same town from a different angle. You cannot shoot each other - but a round cracking past a man's head does something to his aim. That is the goal. It is not in the game yet. Wishlist it and you'll know the moment there's something to play.

Steam data © 2026 Valve Corporation. Trademarks are property of their respective owners.

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